It takes a lot of smarts to win at pub trivia, but what about the host? Filipe Salgado follows Toronto's most beloved Quizmaster, and gains insight into how this descendant of television quiz shows is built to be lost gracefully.
When does Die Hard illuminate the gravity of a bad situation? In Rockstar Studios' Max Payne 3, the player-protagonist plays the ignorant American in Brazil, with only his brute force to save him.
What makes a man a "hero"? James Heller, the contortedly violent star of the Prototype 2, asks that question, but the answer leaves our reviewer strangely wanting.
Environmental simulation Fate of the World lets you advance the world, only to end up destroying it. Filipe Salgado wonders why futility leads to such persistence.
Is it possible to preserve classic videogames? The new rendition of the Silent Hill series shows that technology can undermine the best intentions, and old illusions are easily broken.
How does the other half play? Our one-time casino correspondent rides the bus to Niagara Falls and tries to get used to losing, being lost, and loathing games.
What happens when you combine more than 100 renegade game developers, 300 off-the-cuff games they made, and a mock failed submission to the Independent Games Festival? Filipe Salgado brings us into the sporadic and rebellious world of the 2012 IGF Pirate Kart to talk with some of the minds behind the collective about how they came together and why it's important to make bad games.
Want to feel the sand between your toes and the ocean spray in your face, to hear the crowds ooh and ahh over your pirouettes in the sky? Justin Smith's Realistic Summer Sports Simulator is not your game.
Filipe Salgado on the independent game Homeless, which attempts to express the plight of the homeless with repeated presses of the A button. Questions remain: Why does the homeless man think he deserves to be homeless? And how did he get X-ray vision?
Regardless of one's familiarity of the game, some sports games just fall flat. Filipe Salgado paints a picture of why NFL Blitz won't have Madden worrying about competition anytime soon.
One of the most prolific developers in the burgeoning indie game scene, Stephen Lavelle recently released his first large-scale game production with English Country Tune. Filipe Salgado catches up with the recuperating developer about the transition from small to large games, the difference between coding for a studio and developing his own indie games, and the importance of reading.
Chances are you've heard of The Sims, Will Wright's mega-hit about living, having feelings, and dying. What happens when that dollhouse game meets Facebook, a social experiment of a very different character? Filipe Salgado argues it's a match made in hell.
Our senior writer Filipe Salgado bought his first console since the NES. He wonders why he can't remember any of the Xbox 360 games he played in 2011, and looks back on his indie roots.
The first commercial game from auteur Stephen Lavelle, English Country Tune turns a cold and logical framework into exactly what it wasn't supposed to be—a murky narrative.
Volition's insane answer to Grand Theft Auto is less a reinterpretation than a novelty outfit. Filipe Salgado sees a lot of purple but it's the same old, same old.
An Independent Games Festival entry presents a new trial for Portugal's fledging game development scene. Filipe Salgado looks at the unusual origins of Seed Studios' PlayStation Network strategy game Under Siege.
Bethesda's new role-playing game is finally free enough to be all things to everyone, even those with a dim and narrow view of humanity. Filipe Salgado looks at the why and how of self-expression in Skyrim.
In contrast to the urgency of Arkham Asylum, the latest Batman installment nearly suffocates with its diversions. Filipe Salgado chronicles his turn in Arkham City.
A late studio still has valuable lessons to teach us about world building and the art of noir. Filipe Salgado reviews the obscure sequel to an overlooked mystery, Hotel Dusk: Room 215.